I think so, yes.So even Agarest was a success?
It doesn't sound like they plan on stopping soon.Ghostlight said:Moving on to 2014, In addition to bringing our sister companys OMG HD Zombies to Steam were expecting to have at least one announcement early next year when we will be revealing our next Japanese Steam title.
No word on XSeed bringing Zwei II, Xanadu Next and maybe Gurumi (PC version) to steam? Those games won't require as much translation time.
I believe they have announced a Steam release of the first chapter for sometime early this year.
So, it's still coming to PSN right?
I don't know about others, but Trails in the Sky series is known for its intricate world building, very detailed script, a lot of well-done foreshadowing and likable characters, great music and good gameplay.
This reads almost like a warning. Hopefully gamers are aware that this is a dialogue-heavy game, because otherwise all the community reviews will read "this game sucks, so much dialogue to skip through before you get to the action!"
I'd think that the games have still less dialogue than in PS:T.
I'd think that the games have still less dialogue than in PS:T.
I have all 3 Y's on steam...I feel like I had a hand of Trails coming to steam. YES!
So excite. When is First Chapter coming to Steam? Has to be soon if the plan is to release Second Chapter by summer.
Has the PSP version of the first chapter been on sale yet? I might pick up it to prepare.
I really liked TitS except the controls were clunky as hell, I really hope SC supports analogue controls.
I am confused, I just finished playing the game on the vita using the analogue stick. Do you mean some thing else?
Nah. Trails has more, so much that at times it feels like a poorly edited draft with all its superfluous dialogue and empty chatter. Great story, but economy of words is not its strength.
Still not sure if I will buy this.
Are the 2nd and 3rd game regarded as better games?
DIALOGUE
DIALOGUE DIALOGUE DIALOGUE
DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE
DIALOGUE
DIALOGUE DIALOGUE
DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE DIALOGUE
I gave up on TiTs after about 1.5 hours.
I wonder how Last Remnant sold on steam? Didn't really care for it, but it's probably the most recent AAAish turn based JRPG on the store.
What it clearly tries to do is two things:
1) Give everyone something to say. I really get the impression that the writing team was influenced by a lot of titles from the late 90s and early noughts where a lot of characters just kind of... disappeared after joining the party. Trails goes out of its way to give all your party members SOMETHING to say about what's going on, to try and make them present and like people rather than roaming stat blocks. This is doubly true in SC where you actually end up having a lot of options about who is in your party, when.
I think the effectiveness of it might lie in the eye of the beholder, ultimately, but having played some older RPGs while working alongside SC, I can't help but feel there was a specific kind of problem and disconnect the writing team was trying to address.
2) Make the conversations sound natural. There is a lot of "unnecessary" dialogue, strictly speaking, in the text - but a good deal of it is the sort of give-and-take you find in conversations between friends and whatnot. This is especially true for the original Japanese, in a way that is once again rather difficult to sum up in a single forum post, and we're preserving that tone in the English version. It does end up being a little "too verbose", I suppose, by what most literature publishers would use as standards - but it's also clear that it was done with purpose, and I do think there are a number of places it works well.
Also, I didn't expect this to hit GAF so long after being posted. Hi dudes.Always helps to see some hype get going for this. I hope people end up liking the final product!
Is the way people speak going to be consistent with the way it was in the first one?
Yeah, it's funny, I'm totally that kind of person, but I just couldn't believe how extreme TiTS was. I love text-heavy games in general, but it was just.. yeah. I can see how people would like it though, if they like the characters (I didn't; thought they were way too cartoony).
What's the full name of the game ? It's nowhere in the article. :/
Ouch, dat spine...
Sounds great, but I really wish Valve actively seeked out Japanese devs themselves. It seems that most of them have to go through translations hurdles just to get in contact with them.
If they had a specific group to get in contact with J-Indie devs we could be getting a lot more games on Steam that we would have never ever heard of otherwise, but at least Carpe Fulgur is there.
All of those examples are action RPGs. None of them are particularly story-driven either. It will be interesting to see if a turn-based, story-heavy JRPG can achieve success too.
This thread just made me buy the first game on my Vita, and I'm really excited to play it.
I've been wanting to get into a big, traditional jrpg, and since the sequel should be coming soon I figure this series will help the wait for Persona 5 feel less excruciating.
What it clearly tries to do is two things:
1) Give everyone something to say. I really get the impression that the writing team was influenced by a lot of titles from the late 90s and early noughts where a lot of characters just kind of... disappeared after joining the party. Trails goes out of its way to give all your party members SOMETHING to say about what's going on, to try and make them present and like people rather than roaming stat blocks. This is doubly true in SC where you actually end up having a lot of options about who is in your party, when.
I think the effectiveness of it might lie in the eye of the beholder, ultimately, but having played some older RPGs while working alongside SC, I can't help but feel there was a specific kind of problem and disconnect the writing team was trying to address.
2) Make the conversations sound natural. There is a lot of "unnecessary" dialogue, strictly speaking, in the text - but a good deal of it is the sort of give-and-take you find in conversations between friends and whatnot. This is especially true for the original Japanese, in a way that is once again rather difficult to sum up in a single forum post, and we're preserving that tone in the English version. It does end up being a little "too verbose", I suppose, by what most literature publishers would use as standards - but it's also clear that it was done with purpose, and I do think there are a number of places it works well.
Also, I didn't expect this to hit GAF so long after being posted. Hi dudes.Always helps to see some hype get going for this. I hope people end up liking the final product!
I've got hype running on full blast.Also, I didn't expect this to hit GAF so long after being posted. Hi dudes.Always helps to see some hype get going for this. I hope people end up liking the final product!
I've got hype running on full blast.